It looks about 50/50 that some of them have cheek guards, and some of them don't. A nose guard looks pretty universal, but that doesn't offer a whole lot. I'm no armor scholar so perhaps these are terrible examples, but it looks to me that a spangenhelm would possibly not have face protection, depending on the description of our items IG. Staff might want to add face protection, or perhaps already have, to helms that are written as having cheekguards though. It's certainly something to consider if they are not currently.

Brian wrote: I'm no armor scholar so perhaps these are terrible examples, but it looks to me that a spangenhelm would possibly not have face protection, depending on the description of our items IG. Staff might want to add face protection, or perhaps already have, to helms that are written as having cheekguards though. It's certainly something to consider if they are not currently.

Given the multiplier on damage to the face/eyes, I've always considered 'face protection' to be relative. It's not as if having equal protection on the face stops you from taking horrifics to the eye(depending heavily upon mob damage and slightly upon constitution). Giving people 'easy' access to equal-level protection to the 'face'(including stacking) is just the difference between the random once-in-X one-shot that drops someone from 50%+ health or not. And even with it, they happen. It doesn't matter that a spangenhelm 'partially' covers the face, because it's relative to what sort of covering you can even -have- on the face. Just because it's not as covered as say, your chest, doesn't make it any less 'full coverage.' Your elbow's not as covered as your shin, but both are granted equal coverage in this system. How armor works is less simulationist and more gamist, anyway. It's about the type of game you're trying to make. Less armor locations 'covered'=greater randomization/variation on damage, more armor=more reliability when it comes to a given playstyle. I'd hope reliability comes before randomization, but there's something to be said for both.

People rate armor too lowly in most encounters, but they rate its value far too highly when it comes to the face. It's not half as effective as you think. Armor's underrated, and a major part of creep in any MUD(including this one, before I left). But armor over the face? All it really is is a paper shield. I'd rather have it than not(it certainly prevents the obnoxious "EVERYONE HAS ONE EYE" problems you develop without it), but...*shrugs*. It's not going to bother balance much, even if you've got full and partial coverage going.

In most games they'd call it a quality-of-life decision rather than a balance once. It improves players' playtime, but it doesn't affect balance much at all.

Why only the utility knife? The rough bog-iron knife is supposed to be just ageneral knife. It says in the description that it can be a weapon in a pinch, which implies that it's mostly suited to daily use, so why is it not useable for that craft, and why is a utility knife not useable in the first?

Would it be possible to have the description for artistry be increased some? As it stands right now it is 1024 characters for canvas, this includes the actual command writing itself. If at all possible can it be increased to 1500? This would allow a good amount of detail to be put in to the art. With 1024 a good amount of such is taken up simply by spaces, so much so that in my most recent endeavor I had to trim words, remove double spacing and dumb it down quite a bit. A small thing I know, but would it be at all possible to crease it?

Rucksacks/Backpacks please! Everyone looks very fashionable with their man-purse/orc-purse, but I feel that we still could use some proper packs

A really bad sword with a short blade lies here.
look sword
This sword hardly even a sword. It's kind of really just a piece of metal bent like a sword. Its blade is rather short. Kind of pathetic, really.

This is just a flavor thing. Could we get rough, bog-iron short-spears added to the tools?

Everything gets smaller now the further that I go
Towards the mouth and the reunion of the known and the unknown
Consider yourself lucky if you think of it as home
You can move mountains with your misery if you don't

Required: a roasted $beastmeat haunch
2x a crispy, plump rat on a stick
Two uses of 'a salt cellar'
2x a large stone jar
Creates: a pair of sealed orcish rations

Desc: These two jars are full of meat, one full of some kind of foul-tasting rat, and the other full of some kind of thick, roasted animal flesh. Both of them are saturated in salt when the jars are opened, but are otherwise sealed and bound together with a thin length of cloth.

Properties: No rot timer; They are preserved meats that could last for a while. Amateur level craft in 'orcish-cooking'.

Many bites, somewhat filling, and somewhat light. Used for on-the-road devouring, but not meant to be tasty. Should taste like 'salty salt'.

I loathe craft timers and yall seem obsessed with adding them to everything even if it's only five RL minutes. Ought to just get rid of them in most cases, but since that's not gonna happen....

With that off my chest for the moment, I'd like to add a suggestion for the condition size-leather-square crafts. Pass and fail timers are the same. They shouldn't be. when you fail the craft, it says you didn't soak the square long enough, so the timer should be shorter, say 45 minutes.

this this this. Codedly, you need to be well above adroit to mend giant and huge damages, and even when you mend them, they show up as being 'a permanent damage' and lower the durability of the item. It doesn't lead to forever fixable magic armour like you might think.

A really bad sword with a short blade lies here.
look sword
This sword hardly even a sword. It's kind of really just a piece of metal bent like a sword. Its blade is rather short. Kind of pathetic, really.